Merge pull request #1804 from mydidimo/fbx_export_squashed

Initial FBX Export Support, sponsored by MyDidimo.
pull/1814/head
Kim Kulling 2018-02-24 11:24:57 +01:00 committed by GitHub
commit 9287adb735
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11 changed files with 3140 additions and 15 deletions

17
CREDITS
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@ -157,12 +157,27 @@ Contributed ExportProperties interface
Contributed X File exporter
Contributed Step (stp) exporter
- Thomas Iorns (mesilliac)
Initial FBX Export support
For a more detailed list just check: https://github.com/assimp/assimp/network/members
Patreons:
========
Patreons
========
Huge thanks to our Patreons!
- migenius
- Marcus
- Cort
- elect
- Steffen
===================
Commercial Sponsors
===================
- MyDidimo (mydidimo.com): Sponsored development of FBX Export support

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@ -522,6 +522,13 @@ ADD_ASSIMP_IMPORTER( FBX
FBXDeformer.cpp
FBXBinaryTokenizer.cpp
FBXDocumentUtil.cpp
FBXExporter.h
FBXExporter.cpp
FBXExportNode.h
FBXExportNode.cpp
FBXExportProperty.h
FBXExportProperty.cpp
FBXCommon.h
)
SET( PostProcessing_SRCS
@ -641,7 +648,7 @@ ADD_ASSIMP_IMPORTER( X
XFileExporter.cpp
)
ADD_ASSIMP_IMPORTER(X3D
ADD_ASSIMP_IMPORTER( X3D
X3DExporter.cpp
X3DExporter.hpp
X3DImporter.cpp

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@ -97,6 +97,8 @@ void ExportSceneGLB2(const char*, IOSystem*, const aiScene*, const ExportPropert
void ExportSceneAssbin(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneAssxml(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*);
//void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
// ------------------------------------------------------------------------------------------------
@ -169,6 +171,11 @@ Exporter::ExportFormatEntry gExporters[] =
Exporter::ExportFormatEntry( "x3d", "Extensible 3D", "x3d" , &ExportSceneX3D, 0 ),
#endif
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
Exporter::ExportFormatEntry( "fbx", "Autodesk FBX (binary)", "fbx", &ExportSceneFBX, 0 ),
//Exporter::ExportFormatEntry( "fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0 ),
#endif
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
Exporter::ExportFormatEntry( "3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0 )
#endif

86
code/FBXCommon.h 100644
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@ -0,0 +1,86 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXCommon.h
* Some useful constants and enums for dealing with FBX files.
*/
#ifndef AI_FBXCOMMON_H_INC
#define AI_FBXCOMMON_H_INC
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
namespace FBX
{
const std::string NULL_RECORD = { // 13 null bytes
'\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0'
}; // who knows why
const std::string SEPARATOR = {'\x00', '\x01'}; // for use inside strings
const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
const int64_t SECOND = 46186158000; // FBX's kTime unit
// rotation order. We'll probably use EulerXYZ for everything
enum RotOrder {
RotOrder_EulerXYZ = 0,
RotOrder_EulerXZY,
RotOrder_EulerYZX,
RotOrder_EulerYXZ,
RotOrder_EulerZXY,
RotOrder_EulerZYX,
RotOrder_SphericXYZ,
RotOrder_MAX // end-of-enum sentinel
};
// transformation inheritance method. Most of the time RSrs
enum TransformInheritance {
TransformInheritance_RrSs = 0,
TransformInheritance_RSrs,
TransformInheritance_Rrs,
TransformInheritance_MAX // end-of-enum sentinel
};
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXCOMMON_H_INC

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@ -215,8 +215,13 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
// attach geometry
ConvertModel( *model, *nodes_chain.back(), new_abs_transform );
// now link the geometric transform inverse nodes,
// check if there will be any child nodes
const std::vector<const Connection*>& child_conns
= doc.GetConnectionsByDestinationSequenced( model->ID(), "Model" );
// if so, link the geometric transform inverse nodes
// before we attach any child nodes
if (child_conns.size()) {
for( aiNode* postnode : post_nodes_chain ) {
ai_assert( postnode );
@ -231,8 +236,17 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
new_abs_transform *= postnode->mTransformation;
}
} else {
// free the nodes we allocated as we don't need them
Util::delete_fun<aiNode> deleter;
std::for_each(
post_nodes_chain.begin(),
post_nodes_chain.end(),
deleter
);
}
// attach sub-nodes
// attach sub-nodes (if any)
ConvertNodes( model->ID(), *last_parent, new_abs_transform );
if ( doc.Settings().readLights ) {
@ -259,6 +273,7 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
Util::delete_fun<aiNode> deleter;
std::for_each( nodes.begin(), nodes.end(), deleter );
std::for_each( nodes_chain.begin(), nodes_chain.end(), deleter );
std::for_each( post_nodes_chain.begin(), post_nodes_chain.end(), deleter );
}
}

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@ -0,0 +1,284 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include "FBXExportNode.h"
#include "FBXCommon.h"
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/ai_assert.h>
#include <string>
#include <memory> // shared_ptr
// AddP70<type> helpers... there's no usable pattern here,
// so all are defined as separate functions.
// Even "animatable" properties are often completely different
// from the standard (nonanimated) property definition,
// so they are specified with an 'A' suffix.
void FBX::Node::AddP70int(
const std::string& name, int32_t value
) {
FBX::Node n("P");
n.AddProperties(name, "int", "Integer", "", value);
AddChild(n);
}
void FBX::Node::AddP70bool(
const std::string& name, bool value
) {
FBX::Node n("P");
n.AddProperties(name, "bool", "", "", int32_t(value));
AddChild(n);
}
void FBX::Node::AddP70double(
const std::string& name, double value
) {
FBX::Node n("P");
n.AddProperties(name, "double", "Number", "", value);
AddChild(n);
}
void FBX::Node::AddP70numberA(
const std::string& name, double value
) {
FBX::Node n("P");
n.AddProperties(name, "Number", "", "A", value);
AddChild(n);
}
void FBX::Node::AddP70color(
const std::string& name, double r, double g, double b
) {
FBX::Node n("P");
n.AddProperties(name, "ColorRGB", "Color", "", r, g, b);
AddChild(n);
}
void FBX::Node::AddP70colorA(
const std::string& name, double r, double g, double b
) {
FBX::Node n("P");
n.AddProperties(name, "Color", "", "A", r, g, b);
AddChild(n);
}
void FBX::Node::AddP70vector(
const std::string& name, double x, double y, double z
) {
FBX::Node n("P");
n.AddProperties(name, "Vector3D", "Vector", "", x, y, z);
AddChild(n);
}
void FBX::Node::AddP70vectorA(
const std::string& name, double x, double y, double z
) {
FBX::Node n("P");
n.AddProperties(name, "Vector", "", "A", x, y, z);
AddChild(n);
}
void FBX::Node::AddP70string(
const std::string& name, const std::string& value
) {
FBX::Node n("P");
n.AddProperties(name, "KString", "", "", value);
AddChild(n);
}
void FBX::Node::AddP70enum(
const std::string& name, int32_t value
) {
FBX::Node n("P");
n.AddProperties(name, "enum", "", "", value);
AddChild(n);
}
void FBX::Node::AddP70time(
const std::string& name, int64_t value
) {
FBX::Node n("P");
n.AddProperties(name, "KTime", "Time", "", value);
AddChild(n);
}
// public member functions for writing to binary fbx
void FBX::Node::Dump(std::shared_ptr<Assimp::IOStream> outfile)
{
Assimp::StreamWriterLE outstream(outfile);
Dump(outstream);
}
void FBX::Node::Dump(Assimp::StreamWriterLE &s)
{
// write header section (with placeholders for some things)
Begin(s);
// write properties
DumpProperties(s);
// go back and fill in property related placeholders
EndProperties(s, properties.size());
// write children
DumpChildren(s);
// finish, filling in end offset placeholder
End(s, !children.empty());
}
void FBX::Node::Begin(Assimp::StreamWriterLE &s)
{
// remember start pos so we can come back and write the end pos
this->start_pos = s.Tell();
// placeholders for end pos and property section info
s.PutU4(0); // end pos
s.PutU4(0); // number of properties
s.PutU4(0); // total property section length
// node name
s.PutU1(name.size()); // length of node name
s.PutString(name); // node name as raw bytes
// property data comes after here
this->property_start = s.Tell();
}
void FBX::Node::DumpProperties(Assimp::StreamWriterLE& s)
{
for (auto &p : properties) {
p.Dump(s);
}
}
void FBX::Node::DumpChildren(Assimp::StreamWriterLE& s)
{
for (FBX::Node& child : children) {
child.Dump(s);
}
}
void FBX::Node::EndProperties(Assimp::StreamWriterLE &s)
{
EndProperties(s, properties.size());
}
void FBX::Node::EndProperties(
Assimp::StreamWriterLE &s,
size_t num_properties
) {
if (num_properties == 0) { return; }
size_t pos = s.Tell();
ai_assert(pos > property_start);
size_t property_section_size = pos - property_start;
s.Seek(start_pos + 4);
s.PutU4(num_properties);
s.PutU4(property_section_size);
s.Seek(pos);
}
void FBX::Node::End(
Assimp::StreamWriterLE &s,
bool has_children
) {
// if there were children, add a null record
if (has_children) { s.PutString(FBX::NULL_RECORD); }
// now go back and write initial pos
this->end_pos = s.Tell();
s.Seek(start_pos);
s.PutU4(end_pos);
s.Seek(end_pos);
}
// static member functions
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
// TODO: optional zip compression!
void FBX::Node::WritePropertyNode(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s
){
Node node(name);
node.Begin(s);
s.PutU1('d');
s.PutU4(v.size()); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
s.PutU4(v.size() * 8); // data size
for (auto it = v.begin(); it != v.end(); ++it) { s.PutF8(*it); }
node.EndProperties(s, 1);
node.End(s, false);
}
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
// TODO: optional zip compression!
void FBX::Node::WritePropertyNode(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s
){
Node node(name);
node.Begin(s);
s.PutU1('i');
s.PutU4(v.size()); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
s.PutU4(v.size() * 4); // data size
for (auto it = v.begin(); it != v.end(); ++it) { s.PutI4(*it); }
node.EndProperties(s, 1);
node.End(s, false);
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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@ -0,0 +1,197 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXExportNode.h
* Declares the FBX::Node helper class for fbx export.
*/
#ifndef AI_FBXEXPORTNODE_H_INC
#define AI_FBXEXPORTNODE_H_INC
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include "FBXExportProperty.h"
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <string>
#include <vector>
namespace FBX {
class Node;
}
class FBX::Node
{
public: // public data members
// TODO: accessors
std::string name; // node name
std::vector<FBX::Property> properties; // node properties
std::vector<FBX::Node> children; // child nodes
public: // constructors
Node() = default;
Node(const std::string& n) : name(n) {}
Node(const std::string& n, const FBX::Property &p)
: name(n)
{ properties.push_back(p); }
Node(const std::string& n, const std::vector<FBX::Property> &pv)
: name(n), properties(pv) {}
public: // functions to add properties or children
// add a single property to the node
template <typename T>
void AddProperty(T value) {
properties.emplace_back(value);
}
// convenience function to add multiple properties at once
template <typename T, typename... More>
void AddProperties(T value, More... more) {
properties.emplace_back(value);
AddProperties(more...);
}
void AddProperties() {}
// add a child node directly
void AddChild(const Node& node) { children.push_back(node); }
// convenience function to add a child node with a single property
template <typename... More>
void AddChild(
const std::string& name,
More... more
) {
FBX::Node c(name);
c.AddProperties(more...);
children.push_back(c);
}
public: // support specifically for dealing with Properties70 nodes
// it really is simpler to make these all separate functions.
// the versions with 'A' suffixes are for animatable properties.
// those often follow a completely different format internally in FBX.
void AddP70int(const std::string& name, int32_t value);
void AddP70bool(const std::string& name, bool value);
void AddP70double(const std::string& name, double value);
void AddP70numberA(const std::string& name, double value);
void AddP70color(const std::string& name, double r, double g, double b);
void AddP70colorA(const std::string& name, double r, double g, double b);
void AddP70vector(const std::string& name, double x, double y, double z);
void AddP70vectorA(const std::string& name, double x, double y, double z);
void AddP70string(const std::string& name, const std::string& value);
void AddP70enum(const std::string& name, int32_t value);
void AddP70time(const std::string& name, int64_t value);
// template for custom P70 nodes.
// anything that doesn't fit in the above can be created manually.
template <typename... More>
void AddP70(
const std::string& name,
const std::string& type,
const std::string& type2,
const std::string& flags,
More... more
) {
Node n("P");
n.AddProperties(name, type, type2, flags, more...);
AddChild(n);
}
public: // member functions for writing data to a file or stream
// write the full node as binary data to the given file or stream
void Dump(std::shared_ptr<Assimp::IOStream> outfile);
void Dump(Assimp::StreamWriterLE &s);
// these other functions are for writing data piece by piece.
// they must be used carefully.
// for usage examples see FBXExporter.cpp.
void Begin(Assimp::StreamWriterLE &s);
void DumpProperties(Assimp::StreamWriterLE& s);
void EndProperties(Assimp::StreamWriterLE &s);
void EndProperties(Assimp::StreamWriterLE &s, size_t num_properties);
void DumpChildren(Assimp::StreamWriterLE& s);
void End(Assimp::StreamWriterLE &s, bool has_children);
private: // data used for binary dumps
size_t start_pos; // starting position in stream
size_t end_pos; // ending position in stream
size_t property_start; // starting position of property section
public: // static member functions
// convenience function to create a node with a single property,
// and write it to the stream.
template <typename T>
static void WritePropertyNode(
const std::string& name,
const T value,
Assimp::StreamWriterLE& s
) {
FBX::Property p(value);
FBX::Node node(name, p);
node.Dump(s);
}
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
static void WritePropertyNode(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s
);
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
static void WritePropertyNode(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s
);
};
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXEXPORTNODE_H_INC

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@ -0,0 +1,201 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include "FBXExportProperty.h"
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <string>
#include <vector>
#include <sstream> // stringstream
// constructors for single element properties
FBX::Property::Property(bool v)
: type('C'), data(1)
{
data = {uint8_t(v)};
}
FBX::Property::Property(int16_t v) : type('Y'), data(2)
{
uint8_t* d = data.data();
(reinterpret_cast<int16_t*>(d))[0] = v;
}
FBX::Property::Property(int32_t v) : type('I'), data(4)
{
uint8_t* d = data.data();
(reinterpret_cast<int32_t*>(d))[0] = v;
}
FBX::Property::Property(float v) : type('F'), data(4)
{
uint8_t* d = data.data();
(reinterpret_cast<float*>(d))[0] = v;
}
FBX::Property::Property(double v) : type('D'), data(8)
{
uint8_t* d = data.data();
(reinterpret_cast<double*>(d))[0] = v;
}
FBX::Property::Property(int64_t v) : type('L'), data(8)
{
uint8_t* d = data.data();
(reinterpret_cast<int64_t*>(d))[0] = v;
}
// constructors for array-type properties
FBX::Property::Property(const char* c, bool raw)
: Property(std::string(c), raw)
{}
// strings can either be saved as "raw" (R) data, or "string" (S) data
FBX::Property::Property(const std::string& s, bool raw)
: type(raw ? 'R' : 'S'), data(s.size())
{
for (size_t i = 0; i < s.size(); ++i) {
data[i] = uint8_t(s[i]);
}
}
FBX::Property::Property(const std::vector<uint8_t>& r)
: type('R'), data(r)
{}
FBX::Property::Property(const std::vector<int32_t>& va)
: type('i'), data(4*va.size())
{
int32_t* d = reinterpret_cast<int32_t*>(data.data());
for (size_t i = 0; i < va.size(); ++i) { d[i] = va[i]; }
}
FBX::Property::Property(const std::vector<double>& va)
: type('d'), data(8*va.size())
{
double* d = reinterpret_cast<double*>(data.data());
for (size_t i = 0; i < va.size(); ++i) { d[i] = va[i]; }
}
FBX::Property::Property(const aiMatrix4x4& vm)
: type('d'), data(8*16)
{
double* d = reinterpret_cast<double*>(data.data());
for (size_t c = 0; c < 4; ++c) {
for (size_t r = 0; r < 4; ++r) {
d[4*c+r] = vm[r][c];
}
}
}
// public member functions
size_t FBX::Property::size()
{
switch (type) {
case 'C': case 'Y': case 'I': case 'F': case 'D': case 'L':
return data.size() + 1;
case 'S': case 'R':
return data.size() + 5;
case 'i': case 'd':
return data.size() + 13;
default:
throw DeadlyExportError("Requested size on property of unknown type");
}
}
void FBX::Property::Dump(Assimp::StreamWriterLE &s)
{
s.PutU1(type);
uint8_t* d;
size_t N;
switch (type) {
case 'C': s.PutU1(*(reinterpret_cast<uint8_t*>(data.data()))); return;
case 'Y': s.PutI2(*(reinterpret_cast<int16_t*>(data.data()))); return;
case 'I': s.PutI4(*(reinterpret_cast<int32_t*>(data.data()))); return;
case 'F': s.PutF4(*(reinterpret_cast<float*>(data.data()))); return;
case 'D': s.PutF8(*(reinterpret_cast<double*>(data.data()))); return;
case 'L': s.PutI8(*(reinterpret_cast<int64_t*>(data.data()))); return;
case 'S':
case 'R':
s.PutU4(data.size());
for (size_t i = 0; i < data.size(); ++i) { s.PutU1(data[i]); }
return;
case 'i':
N = data.size() / 4;
s.PutU4(N); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(data.size()); // data size
d = data.data();
for (size_t i = 0; i < N; ++i) {
s.PutI4((reinterpret_cast<int32_t*>(d))[i]);
}
return;
case 'd':
N = data.size() / 8;
s.PutU4(N); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(data.size()); // data size
d = data.data();
for (size_t i = 0; i < N; ++i) {
s.PutF8((reinterpret_cast<double*>(d))[i]);
}
return;
default:
std::stringstream err;
err << "Tried to dump property with invalid type '";
err << type << "'!";
throw DeadlyExportError(err.str());
}
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXExportProperty.h
* Declares the FBX::Property helper class for fbx export.
*/
#ifndef AI_FBXEXPORTPROPERTY_H_INC
#define AI_FBXEXPORTPROPERTY_H_INC
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include <assimp/types.h> // aiMatrix4x4
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <string>
#include <vector>
#include <type_traits> // is_void
namespace FBX {
class Property;
}
/** FBX::Property
*
* Holds a value of any of FBX's recognized types,
* each represented by a particular one-character code.
* C : 1-byte uint8, usually 0x00 or 0x01 to represent boolean false and true
* Y : 2-byte int16
* I : 4-byte int32
* F : 4-byte float
* D : 8-byte double
* L : 8-byte int64
* i : array of int32
* f : array of float
* d : array of double
* l : array of int64
* b : array of 1-byte booleans (0x00 or 0x01)
* S : string (array of 1-byte char)
* R : raw data (array of bytes)
*/
class FBX::Property
{
public:
// constructors for basic types.
// all explicit to avoid accidental typecasting
explicit Property(bool v);
// TODO: determine if there is actually a byte type,
// or if this always means <bool>. 'C' seems to imply <char>,
// so possibly the above was intended to represent both.
explicit Property(int16_t v);
explicit Property(int32_t v);
explicit Property(float v);
explicit Property(double v);
explicit Property(int64_t v);
// strings can either be stored as 'R' (raw) or 'S' (string) type
explicit Property(const char* c, bool raw=false);
explicit Property(const std::string& s, bool raw=false);
explicit Property(const std::vector<uint8_t>& r);
explicit Property(const std::vector<int32_t>& va);
explicit Property(const std::vector<double>& va);
explicit Property(const aiMatrix4x4& vm);
// this will catch any type not defined above,
// so that we don't accidentally convert something we don't want.
// for example (const char*) --> (bool)... seriously wtf C++
template <class T>
explicit Property(T v) : type('X') {
static_assert(std::is_void<T>::value, "TRIED TO CREATE FBX PROPERTY WITH UNSUPPORTED TYPE, CHECK YOUR PROPERTY INSTANTIATION");
} // note: no line wrap so it appears verbatim on the compiler error
// the size of this property node in a binary file, in bytes
size_t size();
// write this property node as binary data to the given stream
void Dump(Assimp::StreamWriterLE &s);
private:
char type;
std::vector<uint8_t> data;
};
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXEXPORTPROPERTY_H_INC

2044
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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXExporter.h
* Declares the exporter class to write a scene to an fbx file
*/
#ifndef AI_FBXEXPORTER_H_INC
#define AI_FBXEXPORTER_H_INC
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include "FBXExportNode.h" // FBX::Node
#include <assimp/types.h>
//#include <assimp/material.h>
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <vector>
#include <map>
#include <memory> // shared_ptr
#include <sstream> // stringstream
struct aiScene;
struct aiNode;
//struct aiMaterial;
namespace Assimp
{
class IOSystem;
class IOStream;
class ExportProperties;
// ---------------------------------------------------------------------
/** Helper class to export a given scene to an FBX file. */
// ---------------------------------------------------------------------
class FBXExporter
{
public:
/// Constructor for a specific scene to export
FBXExporter(const aiScene* pScene, const ExportProperties* pProperties);
// call one of these methods to export
void ExportBinary(const char* pFile, IOSystem* pIOSystem);
void ExportAscii(const char* pFile, IOSystem* pIOSystem);
private:
bool binary; // whether current export is in binary or ascii format
const aiScene* mScene; // the scene to export
const ExportProperties* mProperties; // currently unused
std::shared_ptr<IOStream> outfile; // file to write to
std::vector<FBX::Node> connections; // conection storage
std::vector<int64_t> mesh_uids;
std::vector<int64_t> material_uids;
std::map<const aiNode*,int64_t> node_uids;
// this crude unique-ID system is actually fine
int64_t last_uid = 999999;
int64_t generate_uid() { return ++last_uid; }
// binary files have a specific header and footer,
// in addition to the actual data
void WriteBinaryHeader();
void WriteBinaryFooter();
// WriteAllNodes does the actual export.
// It just calls all the Write<Section> methods below in order.
void WriteAllNodes();
// Methods to write individual sections.
// The order here matches the order inside an FBX file.
// Each method corresponds to a top-level FBX section,
// except WriteHeader which also includes some binary-only sections
// and WriteFooter which is binary data only.
void WriteHeaderExtension();
// WriteFileId(); // binary-only, included in WriteHeader
// WriteCreationTime(); // binary-only, included in WriteHeader
// WriteCreator(); // binary-only, included in WriteHeader
void WriteGlobalSettings();
void WriteDocuments();
void WriteReferences();
void WriteDefinitions();
void WriteObjects();
void WriteConnections();
// WriteTakes(); // deprecated since at least 2015 (fbx 7.4)
// helpers
void WriteModelNodes(
Assimp::StreamWriterLE& s,
const aiNode* node,
int64_t parent_uid,
const std::map<std::string,int64_t>& bone_uids
);
void WriteModelNodes( // usually don't call this directly
StreamWriterLE& s,
const aiNode* node,
int64_t parent_uid,
const std::map<std::string,int64_t>& bone_uids,
std::vector<std::pair<std::string,aiVector3D>>& transform_chain
);
};
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXEXPORTER_H_INC